GAMIFICATION IN THE CLASSROOM AS A LEARNING METHOD IN PROJECT MANAGEMENT GAMIFICACIÓN EN EL AULA COMO MÉTODO DE APRENDIZAJE EN LA GESTIÓN DE PROYECTOS
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During the teaching practice of project management and evaluation, there was a concern for the research team to analyze the topics of the academic program that were most difficult for students to understand and master. Project management and evaluation is an art, but the topics that explain the conceptual part of the tools are the most difficult for students to master and are not reflected in their daily practice of managing school projects. A serious gamification is a didactic tool that has gained more strength in recent years because it transforms the classroom into a more harmonious and relaxed learning environment with the main component that it makes both students and their teams addicted and competitive; the Art is knowing how to combine their particular interests with the disciplinary skills and graduation of the students in gamification activities. These activities are designed on digital and physical platforms. This research reflects the work of the last ten years in creating serious gamification for learning project management, both with agile and traditional methodologies, and the economic evaluation of projects. © 2023 by The authors.
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